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Amora Williams
Dextra Scott1
Priestess of the Muses
Birthplace Dallas, America
Hometown
Ethnicity American
Accent Texan American
Dominant Hand
Weapon of Choice Two CB rings that turn into weapons
James



Vital Information

Full Name: Amora Williams
Meaning of name:
Type of childhood:
First memory:
Most important childhood event:
Why:

Life Before Sanctuary

Josh Williams, a romance novelist and a man that could see through the mist because of his distant ancestor being a child of Apollo, had overheard an odd conversation between two people, one a busker and the other a nearby shop owner, in a bookstore that one of his novels was selling in. Josh also saw something strange about the two, the busker's guitar that was out the front of the store looked a lot like an axe, while the store owner's pen happened to be a knife. Getting close to the two, Josh heard something about if he has given any credit to Erato or any other of the Muses.

Once going home, Josh did as much research as he could about something called Erato, finding out that she was one of the 9 Greek Muses. Afraid that Erato may be real because Josh had been told many strange stories from his grandfather about their distant ancestor and the Greek gods and many weird things he had seen even before he went to the store before. The more he looked into Greek mythology, the more Josh got afraid that everything he read was true. He was never believed any of the stories he read, but in the back of his mind, he was worried that they were, until the Greek world finally met Joshua Williams. He had just finished writing another novel in Ancient Greek times, another romance novel. The words on his manuscript started sliding off the pages and forming the shape of a woman. Once all the words were off the pages, the jumble of words became actual solidified into an actual woman. Josh was very confused at the fact that what he just wrote somehow turned into a woman. This woman was beautiful in Josh's opinion. That was the last thing Josh remembered, seeing this beautiful woman that formed from his novel in progress before he blacked out. He woke late in the morning with his head on his novel and coffee spilled everywhere. He instantly thought what he last remembered was just a dream, which was not one bit.

A couple of weeks later, Josh published his latest novel. Erato finally made contact with Josh when he was walking down the streets of Dallas, Texas. He bumped into her, which made her drop what was clutched in her arms, some of his books. That started a little conversation which then started the spark of romance that would create Amora. Erato, using Erato as her cover up name, and Josh soon became really serious and Josh wanted to have children with her. Little did Josh know that he was infertile and could never have children. That didn't stop Erato from giving Josh the one thing he wanted. Erato used some magic on one of Josh's manuscript to create a child from his inspiration, much like how Athena has children. She would soon find out that she was pregnant, which was one of the best days of Josh's life. What really was the best day of his life was when his daughter was brought into the world. Erato disappeared without a trace a week after Amora was born. Josh was destroyed when Erato disappeared but he kept it together for Amora, even though she didn't know what was going on. Erato never showed herself to Josh ever again but she did help her daughter out. Josh was finishing off his novel that Erato used to sort of create Amora when the words on some of his pages started to move. The words of two of the pages formed rings, another formed a small box and one more page started to rearrange all the letters. Once all the words stopped moving, the rings and box solidified into 2 bronze rings and a small amp. Josh read the page that the letters only rearranged. The page told everything about Erato, all the things Josh had been seeing, Amora and what the three things were and who they were from.

Amora grew up in Dallas. All she knew was the life she lived in Dallas. Josh never gave up on Amora. She was dyslexic but Josh helped her as much as he could, which was why he made her learn music and dancing, which she was instantly great at. Amora's dyslexia gave her more deterioration to be like her father, so she tried as hard as she could to not let her disability affect her. Josh started to notice what the note that magically formed from his unfinished novel was true when Amora turned 7. He would watch Amora play soccer and nobody could ever get the ball past her. It seemed like Amora was copying everything the other player was doing, which she was and having fun doing. Josh talked to Amora what he noticed and she just told him it just felt right to be doing the same thing the other person was. When her singing passion kicked off, Amora was instantly great at it too. Amora's kind of normal life changed when she turned 12 when her world actually interacted with her for the first time. She was walking home from dance practice, taking a short cut through a rather dodgy alleyway. Amora heard someone following her as she went through the alley, looking back and seeing something really weird. A person with wings instead of arms, a harpy. Before Amora could do anything, the harpy lunged at Amora. Amora screamed, which she used her powers and made it extremely loud, stunning the harpy, becoming somewhat tired after she did. Next thing Amora knew, the ring her father gave for her 10th birthday, because it was her mother's, turned into the butcher knife Amora used last night to help Josh cook dinner. An instinct that Amora never knew she had kicked in and the next time the Harpy came at her, she swung the knife right into its chest. The monster turned to dust and the knife in Amora's hands turned back into her ring, which she put back on. She rushed home back to her father and told him what happened. He didn't tell her what exactly happened, only giving her another ring.

A year later, Josh wanted a change of scenery and moved up north, very north to Macomb, Michigan, which happened to be when Amora met the people that would save her life in years to come. Josh finally gave Amora the last gift Erato left for her, the amp, which Amora instantly started to use. She turned it up extremely loud and started playing her guitar, not being bothered by the noise while Josh was yelling at her to turn it down. Amora met her future friends during school. She was falling asleep in science and her head landed on a certain someone's desk, also known as her future crush Niilo Warren, waking up as soon as her head hit his desk. That one little action lead Amora meeting his sister and the rest of their friends. It was weird, having so many friends that had her back. It all changed when she found out that they were all different like her. Amora was corned by a hellhound in her own backyard. She went outside to dance when a hellhound shadow traveled in a tree's shadow. It didn't attack, just staying in the shadows of Amora's massive backyard She had invited Riika, Niilo, and Salina over just for no reason before the monster attacked her. That was a massive mistake. Amora's ring once again turned into a knife when she heard growling that sounded like a massive dog. It appearing out of the shadows was what scared her the most. Just as the monster was about to attack, her three friends jumped over her fence which wasn't the best idea. More demigod smell meant more monsters and that is what the 4 got. The combined smell of 4 demigods brought in a flock of Stymphlian birds and that was when Amora screamed louder than normal again which stunned the birds and deafened her friends. That was when the hellhound attacked and Amora couldn't fight it off by herself. Her knife was too small to even fight off the Hellhound for long. That was when one of her friends checked her an axe and Amora cut into the hellhound. That was all while Riikka, Niilo, and Salina made quick work of the Stymphlian birds. That was Amora knew her friends were different, like her.

The next couple of years, monster attacks happened, every so often a year, she started training with her friends, learning what her rings could actually do. Josh soon gave Amora the note that Erato made. That was when her friends were going to leave for camp. Not wanting her dad to get hurt, Amora packed a bag full of clothes and took her gifts, running away to Camp Half-Blood with her friends, leaving a note for her dad telling him that she was going to the place that her mother mentioned in the note. It all started off easy until monsters started attacking. Killing the Stymphlian birds would have been easier if Amora wasn't too tired that she couldn't use her powers. Riikka died not far from Camp, which affected Amora in a small way. That was until Amora was basically told she didn't belong in camp. Amora, taking the easiest option, ran away into New York. She was on the streets for three days before a sign appeared. Amora was hiding out in Grand Central Station when a homeless women came up to her. Little did Amora know that the homeless women were one of her aunties, Melpomene. Melpomene was sent to try to convince Amora to be the Priestess for the Muses, on behalf of the other 8. They started talking. In a matter of seconds, Amora was teleported to Camp Half-Blood, by Melpomene, with the homeless women standing next to her. The women revealed herself to Amora and told her that she had two options, staying out on the streets and possibly getting killed or be the Priestess of the Muses for the camp and be able to stay at camp. Amora thought long and hard. Her mind went back onto Riikka's sacrifice to get them to camp and if Amora left, Riikka dying would be pointless. Amora accepted the position and walked down to camp with Melpomene right by her side, to explain why Amora was at Camp. Just before Melpomene left, she gave Amora the two things she forgot to grab before she ran away, her guitars.

Personality

Amora is what you would expect from someone that has a direct hotline to the goddesses inspiration. She loves all forms of literature, even if she is dyslexic, science and history have almost become her love interest while dance and music are her life. She can't go 5 minutes without dancing or doing something musical related. Amora is literally always moving, no matter what is happening around her. Even if it is just tapping her foot to a beat in her head.

Amora is normally very talkative. A lot of the time, she won't be quiet. She is either talking or singing. No matter what the topic is, Amora will talk about it. If she hears something to do with her mother and aunties' control, soccer or falling in love, Amora will instantly find the person that said it. Apart from talking, Amora loves to try on clothes. She will go through 6 pairs of clothing before midday normally.

She knows she isn't allowed to fall in love with anyone but she just loves to lead people on that she can fall in love. There is a lot of times Amora will accidentally be caught in her underwear or barely anything on. Leading people on is her favourite thing that she doesn't naturally get the first time she tries and soccer, which is her favourite thing, tied with dancing and singing. She loves plays, if she can actually sit through a whole one.

Appearance

Grace Carvalho

Height:
Eye Color: Brown
Hair Color: Brown

Relationships

Name Relation Feelings

Name Relation Feelings

Possessions

Powers

Offensive

  1. Children of Erato can fire sound waves, which can hurt an opponent with it’s sheer force.
  2. Children of Erato can force an opponent to dance for a short time, leaving them vulnerable to attack.

Defensive

  1. Children of Erato can create a protective veil of sound waves. The veil would protect them from damage for a short time
  2. Children of Erato can create a dome of energy around themselves, every sound in it would be greatly amplified. So if an opponent steps through it, their ears could be assaulted by the sounds of their own breath or footsteps. The user cannot move while the dome is in place.

Passive

  1. Children of Erato are innately physically fit, possessing the speed, agility, coordination and flexibility needed for dance.
  2. Children of Erato are stronger when listening to music.
  3. The ears of a child of Erato cannot be harmed by loud sounds.
  4. Children of Erato can copy movements after observation, this would make learning dance moves very easy. It can also be used to copy complicated fighting movements. Only movements can be copied, not powers.

Supplementary

  1. Children of Erato are able to use their voices to sing at such a high pitch that it temporarily deafens anyone nearby, but it has the disadvantage of not differentiating between enemy or friends, the longer the pitch is maintained, the more energy is drained.
  2. Children of Erato are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus and skill level of the user.
  3. Children of Erato can curse someone to sing loudly for a fair amount of time, the target can fight and operate while singing. But they cannot hide and could suffer from a sore throat over time.
  4. Children of Erato can teleport themselves by merging their body with sound waves and travelling along them. Which could be called "sound-travel". To do so, there must be source of sound at where they're leaving and going to. Like someone's singing or any device that plays music. The further traveled, the more energy drained.

3 Months After Character Is Made

  1. Children of Erato can infuse magic into their songs and ‘charm-sing’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-song for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character Is Made

  1. Children of Erato can turn sound waves into tools, objects, weapons and other items, create semi-living constructs (Such as animals or golems) and/or create structures/buildings of varying permanence; however, only one combative item or semi-living construct can be conjured at a time and it cannot be larger than roughly twice the size of the one that conjured it. The longer they maintain combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.

9 Months After Character Is Made

  1. Children of Erato can fire incredible sound waves into the ground to create a powerful quake affecting everything within 10 meters of them. The power of the quake can be scaled depending on how long the user wants it to last. A quake that just knocks the opponent over may last 20 seconds. A quake that throws them a few feet in the air may last 5. Finally, the whole quake may be focused into a single shock-wave with the power to bounce a car a half meter or so. This requires several seconds of focus beforehand, lasts only a few seconds, and can only be used once every few hours. During the quake, the user is immobile.


Traits

  1. Children of Erato often make great dancers and singers
  2. Children of Erato innately possess mastery over any instrument.
  3. Children of Erato could find themselves often singing or dancing when idle.
  4. Children of Erato normally have an appreciation for music and dance.
  5. Children of Erato tend to excel at writing poetry and literotica.


Passive

  1. Priests/Priestesses have a direct telepathetic connection to the god they represent, which is mostly used to deliver messages, for duties and for prayer.
  2. Priests/Priestesses are able to read auras and sense spiritual essences.
  3. Priests/Priestesses are able to see through the mist.
  4. Priests/Priestesses have a telepathic connection with the god they represent's animal symbol.
  5. Priests/Priestesses have the ability to heal minor wounds, and soothe the pain of major or fatal wounds.

Traits

  1. Priests/Priestesses tend to have the traits of the god they represent's demigod children.
  2. Priests/Priestesses do not date at any time, and are celibate. If they do decide to date, they lose their priesthood.



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